Conflict Resolution

Shifting Sands

Player Guide

The core conflict resolution system will be used primarily during side sessions. We are not anticipating a lot of need for it during the Salons, though there may be a little. It is not intended to be used for interpersonal interactions. We are not expecting that you will go up to another player and throw chops at them to attempt to persuade them of something. You are expected to roleplay through social interactions, and we are not expecting there to be a lot of physical altercations during the Salons. Generally speaking we would much rather have the players involved figure out what makes sense to happen in the situation, what makes the most fun for all, and what is the most cinematic, and then roleplay it out instead reaching for the mechanic.

Our priorities for selecting a conflict resolution system are that it should be simple, fast and non-intrusive. We tried to look for organic as well, but sacrificed that to speed and simplicity.

The system we will be using is a simple comparison of the proficiencies of the characters, except that there will also be a test and the winner of the test will get + 2 to their proficiency number. Ties will go to the character whose attribute is more specific or relevant to the contest (i.e. Marksman is more specific than Soldier in a gunfight). If neither is more specific and the contest ends in a tie, then the contest is inconclusive. Note that this means that if the proficiencies are separated by more than 2 (3 if one is more specific), there is no need to run the test.

To summarize, the process is:

  1. The nature of the contest is determined. For example, if one player tells another that their character punches the other in the nose, then we have a fist fight or brawl.
  2. Each player bids an Attribute. The provide a rationale for why they think the Attribute is applicable in this situation. Those involved in the contest, or a GM if one is handy, decide if they agree that the Attribute should be applicable. If so, then the character is considered to be at the proficiency level of the Attribute. If not, they must pick another Attribute. If it is determined that a test is necessary against something controlled by a GM then the GM will give a proficiency level you are competing against.
  3. The players or GM decide if one Attribute is more specific or relevant to the challenge. If so then that player will win ties.
  4. The characters perform the test.
  5. They compare proficiency scores. The winner of the test adds 2 to their proficiency.
  6. The higher number wins. If the numbers are tied and one character's Attribute was more specific or relevant then they win. If not, then the contest is inconclusive. How that is represented in character is up to the players.

It is intended that generally speaking each contest will only require one test, and that this will represent the entirety of the contest. So if two characters are fencing along the rooftops, they may decide that the battle may rage all over the city and take a long time, but it will still be resolved in a single test. The players are then free to roleplay as long as they like, until the winner of the contest finally 'wins'.

The test will take one of the following forms. We will be soliciting player input (via a poll on the Groups.io list) on which one we should use:

High Card: Each player draw a card from a deck. Highest card wins. Aces are high. Ties are ties and neither character gets the bonus. Suits do not matter. Note that even if the cards tie the final numbers may still be different because the proficiencies are different. It is only ties in the final number that invoke the specificity rule.

Rock/Paper/Scissors: Players throw rock or paper or scissors on one hand on a count of three (one, two, three, shoot). Rock beats scissors, scissors beats paper, paper beats rock. Ties are ties and neither character gets the bonus. Note that even if the throw ties the final numbers may still be different because the proficiencies are different. It is only ties in the final number that invoke the specificity rule.

Even/Odd: The person who initiated the contest, if there is one, calls Even or Odd. If there is no aggressor, the players decide randomly who calls. Players display a number of fingers from 0 to 5 on one hand on a count of three (one, two, three, shoot). The numbers of fingers displayed between the two characters is added together. If the even/oddness of the total number of fingers matches the call, the caller wins, otherwise the opponent wins. Optional tie rule: If both players throw exactly the same number of fingers it is considered a tie, regardless of whether or not the total number matches the call, and no bonus is earned.

Die roll: Each player rolls one die. The highest number wins. Ties are ties and neither character gets the bonus.

Coin flip: The person who initiated the contest, if there is one, calls Heads or Tails (if there is no aggressor, the players decide randomly who calls). A coin is tossed, when it comes to rest, the party who called or was assigned the face-up side is the winner and receives the bonus.

 

 

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